1. I had no idea what to name the topic, so forgive the cringry title
2. I might be a bit blunt, just a forewarning and apology.
Quests:
Fairplay, Work for Debts, and Inventory are great. Really enjoyed the memory game in "Inventory".
Honor Your Parents is fun and involves your first settlement. Only thing I dont exactly ship is the whole use of the word, "father". It never really has been used before and I always knew him as Mikhail. If you're trying to transform him more into a father (hence calling him "father") Im fine with it, just really stuck out when I done that quest.
Also, can the necklace have a different name? You can buy it multiple times, and I'm sure not all of them will make it into your father's hands. (It is also listed as a quest item)
Also, can the necklace have a different name? You can buy it multiple times, and I'm sure not all of them will make it into your father's hands. (It is also listed as a quest item)
Lessons Learned was crazy fun, learning history of the world you are playing in, having it repeated if you said anything,
and finally the sparring match. I was in stitches when I kept on killing the boy or teacher and the kids fled. I tried everything to save them. Unequipped everthing and fought bare-handed ect . (The only very minor thing is maybe hint that fleeing is a possible route and have the kids outside afterwards if you kill someone.)
and finally the sparring match. I was in stitches when I kept on killing the boy or teacher and the kids fled. I tried everything to save them. Unequipped everthing and fought bare-handed ect . (The only very minor thing is maybe hint that fleeing is a possible route and have the kids outside afterwards if you kill someone.)
Much Water was a bit lackluster. The breaking of the dam didnt feel that impactful. The story wasn't very conclusive, the guard is bribed, and that's all there is to it. Whether you help or not, it's basically the same outcome. It needs:
1. A moral dilemma. The people of Loneford need the water but can't get it due to the Brimhaven's greed. This is touched on during the quest but never to its full potential. Entertwine it with Loneford more.
2. Consequences. Possibly have a careless child playing in the riverbed (or hiding from you lol) that gets swept away when the dam is broken
3. A path that prevents the dam from being broken. After you kill the brother you have the chance to foil a second attempt (could even make it a night mission)
4. Reactions. Guards swarm the area, residents freak out. A dam just got broken and someone died (point 2). This would greatly help in creating an atmosphere.
5. Have an ending. I am almost certain that this quest isnt completely finished. But for the moment, have a satisfactory ending. Rich guy is locked up, you're the hero, next update the captain is bribed. It would feel more complete as this is the main quest of the area.
Nevertheless, I still enjoyed it .
1. A moral dilemma. The people of Loneford need the water but can't get it due to the Brimhaven's greed. This is touched on during the quest but never to its full potential. Entertwine it with Loneford more.
2. Consequences. Possibly have a careless child playing in the riverbed (or hiding from you lol) that gets swept away when the dam is broken
3. A path that prevents the dam from being broken. After you kill the brother you have the chance to foil a second attempt (could even make it a night mission)
4. Reactions. Guards swarm the area, residents freak out. A dam just got broken and someone died (point 2). This would greatly help in creating an atmosphere.
5. Have an ending. I am almost certain that this quest isnt completely finished. But for the moment, have a satisfactory ending. Rich guy is locked up, you're the hero, next update the captain is bribed. It would feel more complete as this is the main quest of the area.
Nevertheless, I still enjoyed it .
A Quick Glance. Great idea, a few hitches though. Going though the cave wasnt a challenge. If I'm going to imagine anything, it's going to be that coding the Basilisk and the areas of dialogue and effects were pretty hard, it was well done and I loved it. However in terms of the storyline a few improvements can be made.
1. Have the mirror in the hands of a crazed pyshco who has managed to survive in the little corner where the mirror lays. This serves the two purposes of making another mini boss, and creating a bit more excitement and variety.
2. A lot of minor issues are in the dialogue, I'll list and suggest some below -
"Hello my name is Anakis. I hope you can help me." - "Thank goodness someone came! Can you please help me!?" (Anakis's sis is missing, he would be a bit panicy. Introduce the name later)
"You killed the basilisk and the blood flows out of it's wounds." - "Blood flows from the basilisk as it lays dying on the ground."
"Slowly the statue gets colorful and starts to move. You healed the woman!
After she comes back to life, she thanks you and tells you that she is Anakis' sister, Juttarka
She will leave the cave now and meet her waiting brother."
To make this a bit more immersive with minimal work: being turned to stone temporarily loosened one of her screws. You already know the stone woman is Anakis's sister.
"Minuscule cracks appear everywhere on the statue, and colour bursts through the harsh grey stone.
Suddenly, the statue collapses as all its' bodily functions are returned to their rightful owner. You approach Juttarka carefully.
Glazed and diluted pupils meet your own.
Stunned, you don't have time to react before she darts back through the cave system toward the surface.
Likewise, "Thank you so much for rescuing my sister Juttarka! She just came out of the cave and told me what you did for her. I will go home now, too." -
What happened! Juttarka just bowled me over at a full sprint! She was babbling on about escaping back home."
After that you could go to their house and have the thank-you's and the same ending. Roughly the same amount of dialogue but more effective in my opinion. It portrays excitement which engages the reader, and also gives a reason why Juttarka didnt thank you then and there (she was disoriented), end of story.
3. Map design is good but the one thing it needs is choke points. You can pretty easily dodge all the way to the boss. Insert some stationary monsters to block the path or smaller passageways.
4. More of a question than a point. I am curious why you used snakes instead of basilisks leading up to the big basilisk? And I think the damage (and associated stats)needs to be nudged up a bit.
I really hope this hasnt come across as harsh, and I hope you expand or revise this one as I loved completing the quest. If you do need a hand doing something just give me (or any devs for that matter) a shout. Keep it up as you have done way more, way better than me in any case
1. Have the mirror in the hands of a crazed pyshco who has managed to survive in the little corner where the mirror lays. This serves the two purposes of making another mini boss, and creating a bit more excitement and variety.
2. A lot of minor issues are in the dialogue, I'll list and suggest some below -
"Hello my name is Anakis. I hope you can help me." - "Thank goodness someone came! Can you please help me!?" (Anakis's sis is missing, he would be a bit panicy. Introduce the name later)
"You killed the basilisk and the blood flows out of it's wounds." - "Blood flows from the basilisk as it lays dying on the ground."
"Slowly the statue gets colorful and starts to move. You healed the woman!
After she comes back to life, she thanks you and tells you that she is Anakis' sister, Juttarka
She will leave the cave now and meet her waiting brother."
To make this a bit more immersive with minimal work: being turned to stone temporarily loosened one of her screws. You already know the stone woman is Anakis's sister.
"Minuscule cracks appear everywhere on the statue, and colour bursts through the harsh grey stone.
Suddenly, the statue collapses as all its' bodily functions are returned to their rightful owner. You approach Juttarka carefully.
Glazed and diluted pupils meet your own.
Stunned, you don't have time to react before she darts back through the cave system toward the surface.
Likewise, "Thank you so much for rescuing my sister Juttarka! She just came out of the cave and told me what you did for her. I will go home now, too." -
What happened! Juttarka just bowled me over at a full sprint! She was babbling on about escaping back home."
After that you could go to their house and have the thank-you's and the same ending. Roughly the same amount of dialogue but more effective in my opinion. It portrays excitement which engages the reader, and also gives a reason why Juttarka didnt thank you then and there (she was disoriented), end of story.
3. Map design is good but the one thing it needs is choke points. You can pretty easily dodge all the way to the boss. Insert some stationary monsters to block the path or smaller passageways.
4. More of a question than a point. I am curious why you used snakes instead of basilisks leading up to the big basilisk? And I think the damage (and associated stats)needs to be nudged up a bit.
I really hope this hasnt come across as harsh, and I hope you expand or revise this one as I loved completing the quest. If you do need a hand doing something just give me (or any devs for that matter) a shout. Keep it up as you have done way more, way better than me in any case